Changed isSkined to IsSkinned and removed duplicated code in PickingPass

This commit is contained in:
viktorljung
2016-02-10 14:36:25 +01:00
parent 1e238b2407
commit e9d36c48a6
6 changed files with 67 additions and 117 deletions
+6 -6
View File
@@ -320,7 +320,7 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
case RawModel::MaterialType::Basic:
case RawModel::MaterialType::SingleTextures:
{
if (explosionEffectJob->Model->isSkined()) {
if (explosionEffectJob->Model->IsSkinned()) {
m_ExplosionEffectSkinnedProgram->Bind();
GLERROR("Bind ExplosionEffectSkinned program");
//bind uniforms
@@ -346,7 +346,7 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
}
case RawModel::MaterialType::SplatMapping:
{
if (explosionEffectJob->Model->isSkined()) {
if (explosionEffectJob->Model->IsSkinned()) {
m_ExplosionEffectSplatMapSkinnedProgram->Bind();
GLERROR("Bind ExplosionEffectSplatMapSkinned program");
//bind uniforms
@@ -392,7 +392,7 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
case RawModel::MaterialType::Basic:
case RawModel::MaterialType::SingleTextures:
{
if (modelJob->Model->isSkined()) {
if (modelJob->Model->IsSkinned()) {
m_ForwardPlusSkinnedProgram->Bind();
GLERROR("Bind ForwardPlusSkinnedProgram");
//bind uniforms
@@ -419,7 +419,7 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
}
case RawModel::MaterialType::SplatMapping:
{
if (modelJob->Model->isSkined()) {
if (modelJob->Model->IsSkinned()) {
m_ForwardPlusSplatMapSkinnedProgram->Bind();
GLERROR("Bind SplatMap program");
//bind uniforms
@@ -468,7 +468,7 @@ void DrawFinalPass::DrawShieldToStencilBuffer(std::list<std::shared_ptr<RenderJo
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
if (modelJob) {
if(modelJob->Model->isSkined()) {
if(modelJob->Model->IsSkinned()) {
m_ShieldToStencilSkinnedProgram->Bind();
GLuint shaderHandle = m_ShieldToStencilSkinnedProgram->GetHandle();
@@ -602,7 +602,7 @@ void DrawFinalPass::DrawToDepthBuffer(std::list<std::shared_ptr<RenderJob>>& job
for (auto &job : jobs) {
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
if(modelJob->Model->isSkined()) {
if(modelJob->Model->IsSkinned()) {
m_FillDepthBufferSkinnedProgram->Bind();
GLuint shaderHandle = m_FillDepthBufferSkinnedProgram->GetHandle();
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));